Dv2
Sonic Forces - Egg Gate (Sega Genesis Remix)
updated
DOWNLOAD (MP3, VGZ & DMF):
drive.google.com/file/d/10HNttucp6vXLjSjxI6ubUuvnGZRYidwY/view?usp=sharing
Feel free to use it for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.
PLAY THE GAME:
gamejolt.com/games/sonictripletrouble16bit/322794
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Technical info
·Tempo: 225, 180 & 150 BPM (NTSC, speed 02/02, 03/02 & 04/02)
·FM instruments loaded: 6
·PSG volume macros loaded: 1
·PSG channel 4: Free range white noise
·Time in development: About 3 to 4 hours
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
Noah asked me to make this two days before releasing the game, and I of course managed to finish it before the day ended. Since I had to do it very quickly, I opted for the easy option of using instruments from another song to make it sound like a remix of that. In this case, I made it sound like the Game Over themes from Sonic 1 and 2, so I used the instruments from those. Thankfully for me, since I have the VGM from Triple Trouble, isolating the channels made it very easy to figure out what notes were playing, and I could even use Audacity to figure out their timing, which was surprisingly difficult. Once the notes were ready, I started moving things around to see if I should stick to just one instrument or more, and how to change from one to the other. I also started editing the instruments to see what frequencies could be highlighted, like in the case of the first main melody instument which had a low OP1 TL value, meaning it didn't have much high frequency range and felt too gravely, so I raised it. The bells at the end play in three channels with different stereo and tuning each, so that they surround you and can be told apart, while also adding to each other. The other instrument, the one from the original Sonic 1 Game Over that wobbles a lot, which also wobbles a lot here, is not actually supposed to wobble in the original Triple Trouble track, but how could I not make it wobble here if it's the same one as from Sonic 1. The bass didn't need much editing other than cleaning up the clipping it makes when notes are played with no pauses, which I fixed mostly by adding pauses but also by adjusting the ADSR. I think the most difficult part was figuring out the timing of the notes and then syncing it to the original to make sure it was right. Even then, this is a little bit longer than the original so I could add a little fade out at the end, which I think works well with the echo that the original also had.
I didn't credit myself in the video because I like to just credit the composers. If I were to credit myself as an arranger, every single video would have my name on it, which is really unnecessary since you can tell they're mine; I mean, they are on my own channel after all. Unlike the other remixes I made for the game, this one is pretty much just a regular cover like the ones I do on this channel normally. Nothing new was added in terms of composition, so no need to credit myself in the composers field.
DOWNLOAD (MP3, VGZ & DMF):
drive.google.com/file/d/1Vn8PJ6aotuRDtdKPhx5Ps1Bdv6T8Hwjb/view?usp=sharing
Feel free to use it for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.
PLAY THE GAME:
gamejolt.com/games/sonictripletrouble16bit/322794
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Technical info
·Tempo: 180, 225 & 300 BPM (NTSC, speed 03/02, 02/02 & 01/02)
·FM instruments loaded: 12
·PSG volume macros loaded: 5
·PSG channel 4: Free range white noise
·PCM samples loaded: 5
·Time in development: 2 weeks
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
Since 2 player songs were meant to be faster and have more action, I thought the best way of doing that for a tropical level would be to give it that high energy we're more used to hearing with a reggaeton rhythm and also a little bit of brazilian carnival vibes, like what Sega sometimes does in other games like Samba de Amigo. With that in mind I started experimenting with the song's rhythm to see how it affected the melody, and for that I copied my Act 2 remix file to not have to import or edit any instrument. I also experimented with a minor scale sound to make it more serious, something more like the Great Turquoise remix, which in practice meant using the dorian scale that I ended up not liking much. In truth, I wasn't liking any of the things I did so I started over, instead using the original rhythm for the intro but with different notes, and from there I started getting new ideas.
Unfortunately I don't remember the actual order in which I did things, but I remember why I did each thing. I think the first thing I thought of doing was simplifying the bass notes and maybe also the melody to accentuate the rhythm. Speaking of rhythm, it's not a real reggaeton beat without a loud ass kick, so I had to get more appropriate samples. The hi-hats have the Emerald Hill Zone rhythm which in my opinion is distinctive of classic Sonic, which is a 3 note pattern and a silence. I used that same rhythm but with a quieter hi-hat in place of the silence as a sort of echo, which later turns into a longer hi-hat to highlight the 3 of the 1, 2, 3, 4. Then came the melody's rhythm, which basically consisted of seeing what worked and what didn't, and that mostly revolved around changing notes to later listen to, trying to alternate between quick notes and portamento. Lastly came the harmonic changes, which was a combination of intending to do things and accomplishing them by accident. I started placing notes without listening to the original to make sure that what I was doing had internal logic, instead of copying something I don't understand and breaking it without knowing what I'm doing. There's a part in the original where the song gets transposed (I think that's the word...) a few notes higher, meaning that it's the same intervals but in a scale based on a different note. That part stays in the same scale here, but I reharmonized that section with the same notes of the regular scale. It could also be interpreted as it modulating to A minor, which would give it that minor touch I originally wanted to give it and I had no idea I actually did. I also wanted to harmonize the melody in fourths to make it sound more japanese, but it turns out I did it wrong and it's harmonized in fifths, in other words, the usual, all but the first note and apparently that's enough lol. I also wanted it to be the most dissonant part of the song because it already sounded like the dark twist of the song, and instead of using the tritone which is stereotypically dissonant, I used a minor second but an octave higher, which makes it sound more musical and less forced. My favorite part is the ending of the song. Changin focus from one instrument to another makes the whole thing more dynamic. That's where I introduced the stereo trumpets I later reused for the intro. And I also managed to reintroduce my melody for the intro of Act 2 but now used for the outro of the song.
I gave it some swing after listening to Awakened Soul from Castlevania Symphony of the Night when I noticed the bass had the same rhythm that my remix did. I also upped the tempo 'cuz one day I was walking on the street and I noticed someone was listening to some reggaeton that was faster than mine. Before that, I thought doing so would sound bad. The beat change at the end of the song was a last minute change, I thought it'd be kinda cliché but if the other two changes worked then why wouldn't this one work.
DOWNLOAD (MP3, VGZ & DMF):
drive.google.com/file/d/13E9gyIUPrxvFuAGhJBl5gqODy0E7rjie/view?usp=sharing
Feel free to use it for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.
PLAY THE GAME:
gamejolt.com/games/sonictripletrouble16bit/322794
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Technical info
·Tempo: 150 & 180 BPM (NTSC, speed 03/03 & 02/03)
·FM instruments loaded: 25 (not all used)
·PSG volume macros loaded: 4
·PSG channel 4: Free range white noise
·PCM samples loaded: 10 (1 unused)
·Time in development: 2 days
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
I immediately thought of the casino battle theme from Sonic Heroes and thought I could do something similar by making it faster paced and a bit more chaotic, and I think I accomplished that surprisingly well somehow. I wanted it to be a blend of Act 1 and 2, but it's mostly Act 2 since those are the instruments I have. It kinda feels like something out of Sonic 2 at some points, so that's a good sign I think.
DOWNLOAD (MP3, VGZ & DMF):
drive.google.com/file/d/1kQQX_IWebB4cjJweBGskIevklaMhCd23/view?usp=sharing
Feel free to use it for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.
SEE NOAH'S REACTION!!
youtu.be/iQUYB_G0gt4&t=392s
PLAY THE GAME:
gamejolt.com/games/sonictripletrouble16bit/322794
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Technical info
·Tempo: 150 & 180 BPM (NTSC, speed 03/03 & 02/03)
·FM instruments loaded: 25
·PSG volume macros loaded: 4
·PSG channel 4: Free range white noise
·PCM samples loaded: 10
·Time in development: 1 month
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
My magnum opus right here. I learned a lot while making it, and I did my best to make it as energetic and immersive as I could, which meant a lot of referencing other songs and also some trial and error. Imagine how different things would be now if I had picked Sunset Park Act 2.
I picked Atomic Destroyer specifically because of my Sonic Forces remixes. Both Noah and I knew that I could borrow from those to make something very hi-tech sounding, but I couldn't just improvise something on the go, as I learned from my Meta Junglira remix. To better plan out what to do, I started saving each idea as a separate Deflemask file. One of the earliest ideas I had was to foreshadow Metal Sonic, so I made a chaotic, distorted version of the melody to resemble Triple Trouble's Metal Sonic's theme to connect to the rest of the song later. Then I started experimenting to find that climactic edge I thought a last level should have. I imagined it like you were getting into the Sonic OVA underground techno base. I tried changing the melody by moving it two half steps lower, since I could think of no other way of changing it without messing with the harmonic progression, and after that it would change key to include the chaotic section I made earlier. The pre-chorus part would be more electronic and the chorus would be more rock-focused, that way I could highlight the dark-but-energetic mood I was going for. Then I just started doing whatever came to mind, no ideas were discarded until proven incompatible. I came up with a sort of ending section that was originally meant to be a transition to a key change, but in the end I used it for the intro. After coming up with enough ideas, I put some of them together into a prototype and showed it to Noah. He then basically reverted a lot of my changes, but most importantly he helped me with the harmony, which was giving me a lot of trouble. Turns out the harmony wasn't that difficult if I kept the original melody. However, I had NO idea how to wrap it all up, so I kept experimenting with the rock angle and making new sections. At some point I realized rock didn't work as well as EDM, so I changed focus, but I have no recollection of what changes I did since I started working on top of the new prototype instead of making new files. However, the version I sent Noah ended at the start of the "piano" section, which was the most important part for what came next.
Somehow I realized there was a correlation between good harmonic movement and thinking of everything as moveable pieces, and that gave me tons of new ideas. This is were everything really started taking form. The part after the piano section was meant to be where Metal Sonic is foreshadowed, but since I could never find a way to connect to it, I discarded it and started experimenting with changing modes. The new change made it sound like a Sonic Advance 2 boss theme, which is exactly the mood I wanted, but it didn't connect very well with the rest of the song. I was also now about to hit the length limit, so I had to wrap things up. And that's when I had the brilliant idea of changing modes back and forth each bar (or measure?) instead of for the whole section, and that's how I finally found a way to loop it.
I referenced Sonic Forces and Sonic CD heavily for this. The section at 0:37 is straight up a copy of Palmtree Panic Bad Future's bass with everything else built around it. I even sampled its record scratch before finding a public domain replacement. The go voice is the clip of Noah's voice he recorded for Versus Mode but pitched down and harmonized in Audacity. The square wave alarms were inspired by Chemical Plant Act 2. The piano section's melody borrows a little from Aquarium Park from Colors.
Oh right, and my ear "busted" as I was working on this :) NEVER use earbuds and headphones at the same time! And never clean your ears with cotton swabs! Let them clean themselves.
DOWNLOAD (MP3, VGZ & DMF) (each of the files includes both themes):
drive.google.com/file/d/1CLFpFhSO-WeyuP8pR0W1Bcg28zZc1mZi/view?usp=sharing
Feel free to use it for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.
PLAY THE GAME:
gamejolt.com/games/sonictripletrouble16bit/322794
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Technical info
·Tempo 1: 150 & 128.57 BPM (NTSC, speed 03/03 & 04/03)
·Tempo 2: 56.25 & 60 BPM (NTSC, speed 07/07 & 08/07)
·FM instruments loaded: 14
·PSG volume macros loaded: 2
·PSG channel 4: Free range white noise
·PCM samples loaded: 3
·Time in development: ¯\_(ツ)_/¯
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
The version you're hearing may be a bit different from the one in-game for the reason I'm about to explain. When Noah told me he wanted a song for the intro cutscene that opens the game and leads to the intro level, I had the idea of smoothing the transition by fading one song into the other so that they would sound like two separate songs but would be one single song internally. Apparently he couldn't implement them as one, so the transition here may be a little different from the game. You can call it the OST version if you will.
He wanted the first part to be an orchestral remix of Sky Sanctuary, and we basically had the same vision on what that would be like, so that part was super easy to do, especially since I had the original instruments ripped straight from the game ready at hand. To put it simply, the only thing I had to do to get it to sound orchestral was to give it a marching rhythm, finding string instruments for accompaniment, and some gravely trumpets to give it some ground and direction. The first and second halves were done independently as separate songs so I could later join them as one once they were both finished.
The hard part was the second song, and it's the one that took me the most attempts out of all the ones I made for the game. Noah wanted something that sounded like Ecco the Dolphin, and although I'm pretty sure he meant it in terms of melody and ambience, I took it as in terms of timbre, because honestly I'm not sure how to do ambient music of that kind. Since the level is dark and precedes the Doomsday Zone Robot fight, I supposed a menacing but calm theme would fit it well, but that meant coming up with an original melody and rhythm that were both of those things, and you could tell that would be difficult. Since rhythm was my strong suit, I started with that by making a simple melody with a percussive instrument with a little bit of echo, which in my mind sounded like the tick-tock of a clock. Then I made up a harmonic progression with low synthesizers, that's what gave it the calm-but-menacing feeling I was looking for and it's what made it feel like something out of Ecco. When I showed it to Noah he deemed the melody too active to feel calm, so he asked me to make it move a bit less. Changing it accordingly was not difficult, but Noah didn't like the synth I was using and asked me to find something different. Most of the versions I have are just instrument changes because, as it turns out, the exact tone we were looking for depended mostly on that. I had also given it FM bird chirps originally, but he told me it was better not to. In the end I managed to find a configuration that felt like an 80's movie synth and we both liked it, so that's what we stuck with. I find it funny that I was partly inspired by the Terminator soundtrack, and when Sam (Sam Procrastinates, formerly Sam's Procrastination Station) played the first demo that had it, he said it sounded like a horror game, which was not at all my intention but at the same time that's pretty much what my inspiration had been. It's even funnier because Noah had already tried turning it down a little. In my defense, my original harmony was 5 chords (or rather intervals) instead of 2 notes, but the instrument I used didn't leave room for more than once voice and that's how it got to be what it is now.
NOTE: In the video I didn't credit Sky Sanctuary's composer because I'm not sure who it is. I credited Tomonori Sawada in the VGM because that's who I think it is. The VGMs from Project2612, which I use as my sources, don't credit him as the (sole) composer, and I don't remember where I got that from.
DOWNLOAD (MP3, VGZ & DMF):
drive.google.com/file/d/1VqYHQLPrgOPSaW0M_H--oT0BukbsM46p/view?usp=sharing
Feel free to use it for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.
PLAY THE GAME:
gamejolt.com/games/sonictripletrouble16bit/322794
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Technical info
·Tempo: 100 & 128.57 & 150 BPM (NTSC, speed 06/03 & 04/03 & 04/02)
·FM instruments loaded: 9
·PSG volume macros loaded: 3
·PSG channel 4: Free range white noise
·PCM samples loaded: 5
·Time in development: about 2 weeks
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
When I made this two years ago I had no prior experience composing original tunes and I doubted I could make anything as good as the Great Turquoise Act 2 remix. Noah gave me the option of remixing basically any of the stages, and so I chose Meta Junglira since its tropical theme could be more rhythm-focused, and that's what I was more familiar with. I then covered the original song to use as a reference for later. As I was doing this I realized the song looped much later than I thought (the VGM made it very clear), and immediately I had the idea of using the looping point as the intro. The version I sent to Noah was basically exactly the one you hear except for some notes that weren't in mixolydian, as I thought it was in minor and just wanted to add some tension. I couldn't even tell there was a key change, but now I know thanks to Noah.
The thing I could handle with most ease was the rhythm, so that's what I changed the most as I started. I wanted the song to have a sort of dynamic movement in terms of volume and number of notes, like, it would get noisy in some parts and then quiet, and there would be focus on some long sustained notes and then on some notes in quick succession. With that in mind I improvised some drum beats, and to have some contrast, the song would start with a lot of space between notes and would end with a short drum solo. The song is swung 'cuz it felt appropriate; moving my body to the beat helps me get a feel of what works and what doesn't, and swing felt really good to dance to. The percussion is meant to feel like there's an actual drummer playing, that's why the hi-hats change volume and the beat doesn't repeat too much. The stereo channels are similar to songs like Mushroom Hill and Marble Garden, but coming up with new melodies for them was hard. The main melody instrument is supposed to feel like the stereo instruments from Marble Garden. The xylophones/marimbas are from Angel Island, because of course.
Not to toot my own horn too much, but I love the intro I managed to make. I wanted it to feel mysterious and tried finding cool chords to do that, and I was sure a tritone at the end of the intro would accomplish that. In the end it was pretty much just trial and error until something clicked. Most of the remix was done that way honestly. My first versions had too much motion, the notes were different all the time and you couldn't follow what was happening, so I favored repetition and that's how it turned into that simple back and forth. The last section is where the dynamic balance is more evident, and it sounds just like how I intended it.
DOWNLOAD (MP3, VGZ & DMF):
drive.google.com/file/d/1v7QkvQrh8SfL4FW3EeRJRpyzmXky4p7r/view?usp=sharing
Feel free to use it for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.
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Technical info
·Tempo: 180 BPM (NTSC, speed 03/02)
·FM instruments loaded: 5
·PSG volume macros loaded: 2
·PSG channel 4: Free range white noise
·PCM samples loaded: 3
·Time in development: 4 days
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
I tried starting from the intro, but I wasn't sure what row length I should use or what clock speeds I should use, and it seemed to be at a slower tempo than the rest of the song, so I skipped the intro entirely. I started from that part where the drums start playing normally, that was much easier to follow and the tempo seemed to be the same as the regular ones in NTSC. Then I loaded some samples and then the first instrument I loaded, of course, was the Dis. Guitar '94 I always use. I didn't edit it much because I needed more instruments to get an idea of what it would sound like as a whole so I could see what should be emphasized in each operator, so I thought about where I had ever heard a Genesis sax and Ristar came to mind, though I'm not sure it had any. Regardless, I found a good instrument from it and then I got the Casino Night bass. Then I tried making the instruments sound as close as the original as possible, and once it all starting sounding good together I continued inserting notes. Then when the guitar came in I got the one from Metropolis Zone and edited it to the best of my ability. The unedited guitar had a high-pitched whistly sound, and even after messing with the TL and DT values it felt too electric and noisy, but somehow I managed to balance it out. I ended up doing that thing I've described before about raising the operators' values and lowering the octave to get a different sound. What I found interesting is that I was trying to make the soundwave "move" (to avoid it feeling like a harsh beep when held) by editing the MULTs in a way that made it vibrate in a different way, but what actually ended up working was making the MULTs align nicely with each other and then separating them with the DT values last. Kinda hard to explain. I wasn't entirely convinced it was good enough to stand on its own like that, so I put some echo to sort of fill in the gaps, and that changed everything.
Then after a short break I came back to continue with the repeating section before the chorus. I had taken a break because I was not really in the mood for copying sections and listening to minor differences after hours of adjusting instruments, but it was a completely different thing to start the day working on light work like that. Taking breaks keeps you motivated I guess. Anyways, I eventually got to the chorus, and for that I realized the guitar I was using could work there too. After a while though, I noticed the ADSR was making the long notes lose too much volume and it was overall too static-y, so I tried editing it again but as a separate instrument. At first I was messing around with values sorta at random until I started muting operators to see where all the static was coming from. Usually, TL1 is the one adding static while the other operators add their own timbre, but in this case all operators but OP4 were adding static as their TLs got higher. Realizing this, I muted the first two TLs to adjust TL3 as close to the original song's guitars as possible. It sounded like a bell-like piano if kept at low values, but after adding the other operators it would sound like a guitar again, so I just focused on "aligning" its timbre to the low tones of the guitar. Then the other operators were just a matter of raising their TLs to an acceptable level. It's pretty much the first time I've actively edited instruments additively, the way FM actually works.
This isn't actually the full length of the original song, I had to loop it a little earlier because I hit DefleMask's length limit.
There's a nasty glitch-like noise that happens at 0:44 that's produced by the guitars and the square waves together, and I think it happens more than once. There's no way to fix it other than muting either one of them, so enjoy the sudden NES scratches I guess. Can't imagine what it must sound like with Youtube compression on top.
DOWNLOAD (MP3, VGZ & DMF):
drive.google.com/file/d/1C-E0eI_hlM3RCLtJ49UTSwOTBnz3Brs5/view?usp=sharing
Feel free to use it for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.
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Technical info
·Tempo: 150 & 180 BPM (NTSC, speed 03/03 & 02/03)
·FM instruments loaded: 3
·PSG volume macros loaded: 3
·PSG channel 4: Free range white noise
·PCM samples loaded: 3
·Time in development: 6 days (in 2 years)
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
I started this one in March of 2020 but didn't make much progress with it for a long while until I got back to it this week. It was remarkably difficult because of how orchestral it is. To do something like that, I immediately thought of using a few number of instruments across many channels, to create a wall of sound type of thing with one or two instruments at a time, kinda like an orchestra does, but that turned out to be very difficult. The problem I found was exactly that, using the same instruments to play on many channels felt like one loud instrument rather than many, and no matter what I changed I couldn't make it feel like an orchestra. I could either get more instruments and make it something different, or come to terms with the fact that it's more of a synthphony than anything else. It was frustrating because it's a problem I had no solution for. If you play a full chord with only one type of instrument it feels like one instrument playing a chord rather than each note as an instrument on its own, and that of course makes sense, but it was not at all what I was trying to achieve.
Since then I have been getting better at editing instruments and messing with detuning, and what do you know, that's exactly how to deal with that problem. To stop notes from sounding like a chord played by one instrument, you just need to detune them and maybe pan them to the sides while you're at it, that way they really feel separated, and you get some nice extra tones as a bonus. I was already starting to use panning as an arrangement technique when I started this in 2020, so when I got back to it now all I really did was make some adjustments to the instruments and fix some notes, and that was it. It's really comforting to know that I really was doing the best I could at the time, and that the only things left to improve were things I didn't know how to do yet. It's basically the same situation I was in before moving to DefleMask, I was limited by the tools at my disposal, all I needed was better ones.
I'm glad I could finally finish this and move on, because now I can probably tackle the orchestral themes I really want to get to, namely Sun of Despair and Infinite's final boss theme. Not to imply that doing this wasn't worth it, but I was stuck listening to it in its unfinished form for long enough to get it burned in my memory. Now I'm excited to see how those remaining themes will turn out.
DOWNLOAD (MP3, VGZ & DMF):
drive.google.com/file/d/1YSMa8XDE4f1cEf6Gd0ce5EocaCEjmFM8/view?usp=sharing
Feel free to use it for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.
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Technical info
·Tempo: 100 BPM (NTSC, speed 05/04)
·FM instruments loaded: 4
·PSG volume macros loaded: 3
·PSG channel 4: Free range white noise
·PCM samples loaded: 2
·Time in development: 1 day I think
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
I actually made this one long before Magmatropolis, and it's not the first one I did either. However, in classic Dv2 fashion, I forgot to write a description for it as I was working on it, so now I have to try to remember what I did as I look at the DefleMask file. Unfortunately, it's a very simple song, so there's not much to say about it other than where I got the instruments from and how I edited them, and I don't remember much about that. I can tell that the bass is from ToeJam & Earl though.
And yes, I will do Space Queens. As I said, this was made a long while ago. I'm not ignoring you, I swear. Right now I'm busy with a bunch of tests while I'm also helping a little with Sonic Triple Trouble 16-Bit.
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/1gFqTcduimqx7D0l1SACDDtyrhwU7XzMY/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
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Technical info
·Tempo: 128.57 & 112.5 BPM (NTSC, speed 03/04 & 04/04)
·PSG volume macros loaded: 7
·PSG channel 4: 3-tone white noise
·Time in development: 3 days iirc
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
I did this a while ago but took some time to upload because it took some time to find an appropiate day to render it along with a bunch of other videos, and in that time I forgot to write a description yet again. However, looking at the file, I do remember some of the things I did. I remember I got bored of it real quick because it started feeling really long and had to pay a lot of attention to detail when I wasn't really in the mood for it, so I did as much as I could and left it for another day. Then, like a week later maybe, I continued from there and starting adding effects and improving the volume macros. I'm pretty sure the main melody was a bit too loud initially and I had to make it go down in volume quicker and lower. I also remember my favorite part in the song was the most difficult to do 'cus I just couldn't follow the rhythm correctly, but eventually I managed to get it right. Apparently, sometimes your musical ear just goes deaf and you have to come back later after a bit of rest; it's happened to me more than once that I can't remember the pitch I just heard, or I somehow mishear it entirely. Syncing that part of the song was also difficult because the module (the DefleMask file, a word I keep forgetting exists) was going at a different tempo and it was messing with my timing. I think on the third day I fixed the tempo and did the post-loop bits that were missing. Looking at the pattern matrix, there's not much variety in the 3 square wave channels, meaning it didn't take much to finish copying the notes for the melodies, but the noise channel has very little repetition, meaning I had to constantly pay attention to small changes. It's really satisfying to hear every single note in its right place once it's finished, but I'm not a fan of how tedious it feels. I guess I'm used to either working really fast on simple songs or slowly on demanding songs, so I don't like it when I spend too long on simple songs. I absolutely love working fast on demanding songs though, it makes me feel like a pro. Oh, and some channels are very slightly detuned to deal with some ugly distortion here and there.
BY THE WAY, I think I'd like to do the Sonic 3 beta credits theme, and possibly a Super Sonic theme if one exists. I remember seeing there was an exclusive song for Sonic 3 Limited Edition or something along the lines, but I haven't looked for it yet. And if I have the time, I'd like to do the Sonic 3 Complete credits theme, if I'm remembering that correctly from that one comment mentioning it. I do listen to your suggestions, I swear, I just take too long to reply and then I feel like it's too late to do so. That is one of the things I'd like to improve about myself. This video got delayed and is now being uploaded on its own for those same reasons. Anyways, Sonic Triple Trouble 16-Bit hype.
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/1yqDtGvtAOfZX27ujymxS1VrU1oc9Af8I/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
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Technical info
·Tempo: changes a lot
·PSG volume macros loaded: 30
·PSG channel 4: 3-tone white noise
·Time in development: 3 days
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
Copying the notes from one DMF file to another is fine, even if it may haven taken an hour to do, but figuring out the tempo by ear when there's so many subtle changes and the volume macros I use sometimes throw me off... it's tedious, to say the least. Honestly, I thought I spent more time on this than I actually did. It could've been done in less time, but as I said, figuring out the tempo in this case is very tedious, and I wasn't in the mood for listening to the same songs on repeat over and over again until it started syncing up properly and then having to do that again and again for the next several hours. Until I eventually did, it had to be done. If I could just open up the original VGM and copy things straight from it that would be perfect, but when the thing gets converted to text it's nigh illegible. I'm not sure I got the speeds right, but it sounds good through each section separately and I didn't notice any desyncing when playing it in full, so I guess it's alright. I even had to correct some notes from the covers I copied over, namely Sandopolis and Mushroom Hill. The correct notes in Mushroom Hill sound weird to me, but judging by the comments I got for it, it must be just a matter of arrangement, so I'm leaving them the way they're supposed to be.
0:00 Intro
0:14 Mushroom Hill Zone Act 2
0:43 Lava Reef Zone Act 1
0:59 Flying Battery Zone Act 2
1:25 Sandopolis Zone Act 1
1:39 Death Egg Zone Act 2
1:54 Sky Sanctuary Zone
2:32 Ending Theme
So much Sky Sanctuary...
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/1dKfRg9jhxjSFeoKUXzsYQXkx9jzStJ2f/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
- - - - - - - - - - - - - - - -
Technical info
·Tempo: 128.57 BPM (NTSC, speed 04/03)
·PSG volume macros loaded: 4
·PSG channel 4: 3-tone white noise
·Time in development: 1 day
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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The video got published early by accident, but I'm not sure I can write a description for it just yet, so it may stay like this for a while...
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/1gZ5YwMjtUDOJH1-G4aS4tJtVjIMEdP84/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
- - - - - - - - - - - - - - - -
Technical info
·Tempo: 128.57 & 150 BPM (NTSC, speed 04/03 & 03/03 & 02/04)
·PSG volume macros loaded: 7
·PSG channel 4: 3-tone white noise
·Time in development: about an hour
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
It may have taken me about an hour to make, but that's obviously because I was working over the Act 1 version I had already made. Honestly, an hour is pretty long for the amount of stuff I had to change, which was just a few notes for the bass, more percussion and changing the rhythm a bit with the NTSC clock speeds. The latter was what took the longest to do right because I had to try out many equivalent values and see if they worked properly throughout the whole song.
There's a bit near the end that has a lot of quick ascending notes and in my Act 1 version I made it so the rhythm was aligned with the speed changes, but in this one I rathered the speeds worked right with the rest of the song and that this particular section simply had timing readjustments with the ED effect, so that way the rhythm would be simpler for the rest of the song and that part which needed equal time distribution would be the exception and not the norm.
The bass in the prototype version and the PC version are actually different, and though I liked the PC version's higher notes, the other one used different ones that gave it more color. I ended up mixing both, the PC version coming first and the prototype later, though doing it that way makes it only one note different from the PC version.
I also meant to make this one have less swing than Act 1 to mimick what Mushroom Hill does, but I think it kinda had the opposite effect because having an entirely straight rhythm sounded wrong and trying to hide the speed changes created problems in some sections because of some notes, so it was best to just try to find a way to change it without messing everything up. Plus, the tempo is inexact, just to add another complication to the mix. If not for the slight rhythm change, this version would only be different from Act 2 by literally just a handful of notes, so I think the messy change is a bit worth it.
DOWNLOAD (MP3, VGZ & DMF):
drive.google.com/file/d/11w5rZtoas393Y2fSEEUzRnx_7xlM1XwY/view?usp=sharing
Feel free to use it for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.
- - - - - - - - - - - - - - - -
Technical info
·Tempo: 128.57 & 150 BPM (NTSC, speed 04/03 & 03/03)
·FM instruments loaded: 12
·PSG volume macros loaded: 3
·PSG channel 4: Free range and 3-tone (changes arbitrarily)
·PCM samples loaded: 3
·Time in development: 3 days
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
I basically did this song because I wanted to that stereo guitars part, I was thinking about how I'd go about doing it a few days before starting and that was the first part I did. The idea I had was to use FM kicks like those from Thunder Force IV in a separate channel from channel 6 so I could use some clap samples at the same time. As it turns out, I couldn't have both at the same time like that, so I thought maybe I could make them FM so I started looking for something that looked similar to the soundwave. I intended to look for something from Alien Soldier because I once saw a similar-looking soundwave there (it looks like the Arctic Monkeys logo, that was the first thing I thought when I saw their logo for the first time xd [I don't even know them]), but in the end I got the first instrument close to it I found and soon it was obvious it wouldn't work. In the end I made them PSG, they sound really good with that hard hit that you get with 3-tone mode and it's even better without the interference that the FM hi-hats give when they're panned to the left like in the original. Luckily, editing the kick wasn't very difficult, though it was slow to do because I had to adjust its volume and ADSR a lot of times because it didn't hit hard enough. In the end, I used the instrument I got from Alien Soldier for that shape-changing instrument in the intro.
Now, the bass was a real doozy. It was just the Sonic 3D bass at first, unchanged, and it was good, but then I wondered if I could improve it and noticed that the first operator gave it an electronic sound that sounded good, and then I started changing it more to accentuate that effect and the gravely bass tone, but I realized operators 3 and 4 were generating a 5th that I didn't want there and that was impossible to get rid of no matter what the MULTs were, so I ended up changing the algorithm to one that kept the first 2 and separated the third from the fourth, or in other words, I moved it to the right and that's exactly what happened. From there I started editing it trying to get rid of that note and changed the MULT, ADSR and TL a ton of times until it started sounding better, and with some more effort I managed to reach a balance with the values and managed to make it sound like I wanted.
The guitars are the same Dis. Guitar '94 as always, nothing new. Just like with Green Forest and Metal Harbor, they have a higher TL in operator 1 and a lower one in operator 2 to compensate, the rest was about adjusting the TLs to something similar to the original and the MULTs to personal taste.
The main guitar was also a mess. As I was looking around my folders I thought I could use something from Alisia Dragoon, that was a waste of time, then I looked around Comix Zone and tried some guitars from it that were closer to basses than guitars, and then I found a better one and edited it to give it a more electrical sound. Then it sounded more like an accordeon, I had to change its MULT, ADSR and DT values, and it was very difficult to improve. It was also difficult to adjust its high tones and to find a balance between turning into static or a high-pitched whistle.
That last instrument before the loop I found by pure luck, it's from Advanced Busterhawk Gleylancer, and I only used it because it starts with A. Fortunately, it was easy to edit, thought that was by pure chance because it doesn't really sound much like the original, I simply edited it to see if it would be any good and I managed to use it to similar effect.
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/1UYuFwBgXSU7Y2-uRT3jzaRfFZNlmZEd5/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
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Technical info
·Tempo: 150 BPM (NTSC, speed 03/03)
·PSG volume macros loaded: 4
·PSG channel 4: 3-tone white noise
·Time in development: 22 minutes
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
I don't know why, but I feel like I haven't made a proper remix in a long time. Just a short while ago I did Launch Base Act 2 (PC) and as I was about to start adding effects I started looking around my files and noticed Launch Base 2 was already done, and for a moment I thought "oh well, two versions of the same song isn't bad" but then I checked the DMF and it was much better than what I had just done. And then a while after, I did this. Now, in my defense, I was just about to add the finishing touches, but the fact of the matter is that the other one had much more attention to detail while the new one was very bare bones.
Anyways, this felt like a return to form in some ways, it has everything I regularly do and doing it refreshed my memory a bit. First you copy the notes, you get the timing and volume right, and then you add volume and tuning effects. In this case there was some distortion happening every so often, so I opted for some slight detuning here and there. The "PSG reverb", as I like to call it, had to be done near the end, since I need to be sure that the OFF notes are in the right place, otherwise it becomes very difficult to see what notes need to be fixed, if any. The length of the reverb depends a bit on the length of the silences, longer silences allow longer echo. Also, the vibrato's placement (how soon or late it starts) also depends on the length of the notes, shorter notes need earlier placement; and their values depend on their pitch, higher pitched notes sound better with wider vibrato values (pitch, not speed). Of course, the volume macros' length depends on the song, and so does the manual volume decays, which I use when the notes are way too long. I also had to use Audacity to hear those ultra fast notes, they don't actually go up in half steps like I thought initially.
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/1_cr0B6FLhHkGhHQhT0roGwtHiRefWhtc/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
- - - - - - - - - - - - - - - -
Technical info
·Tempo: 128.57 & 112.5 BPM (NTSC, speed 04/03 & 04/04)
·PSG volume macros loaded: 5
·PSG channel 4: 3-tone white noise
·Time in development: 1 day
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
I was asked to do this song for a ROM hack, so of course I complied. Let me go on a tangent for a second. If it weren't for hacks I probably wouldn't be here making remixes. Years ago (close to a decade now, jeez) I used to make levels myself. I started with Super Mario World and then Mario Bros 3. I spent years checking the forums regularly to see what other people made, I played other people's hacks as well as using their custom made NPCs and music for my own. Then I tried making my own NPCs and music, but assembly was insanely difficult to get running and the music was just pure text and you couldn't hear it until everything was done and imported. Then I found Mario Paint Composer, it was obviously much easier to use, and I used that for a short while, and then I moved to LMMS in an attempt to use the YM2612 VST to make Genesis music, and that's when I started uploading videos. By this point I hadn't touched an editor in years, but now I'm getting up to date with SMBX2 and I'm loving the Lua implementation, and it just so happens that I was using this song for a level I was making when I was asked to make a cover of it. Funny how things happen.
In contrast to that, I don't have much to say about this, unfortunately. It was very simple to make, if a bit difficult to spot the nuances of the notes that change and the low-volume echo that I'm not actually sure it's there. The percussion macros are very short to make it sound more like a classic 8-bit tune, and also because the original kick and snare seems to be very short too. The bass and main melody macro are very basic, they're just straight line shapes. What's funny about this is that the note slide is a too slow to use the E1 effect, so I had to detune it manually and it takes 3 spaces to reach the note instead of a multiple of 2, so I couldn't figure out the numbers myself since it's in hex and I had to use an online hex to decimal convertor since I don't know if Windows 10 has a built-in calculator like Win7 did. I almost forgot to adjust the tempo at the end because the faster NTSC speed sounds good, especially considering this is the Master System and, you know, Sonic fast and all that.
DOWNLOAD (MP3, VGZ & DMF):
drive.google.com/file/d/1ZmErIHGOSh5auN0NKXbB-964g8LNUhAI/view?usp=sharing
Feel free to use it for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.
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Technical info
·Tempo: 100 & 112.5 BPM (NTSC, speed 05/04 & 04/04)
·FM instruments loaded: 5
·PSG volume macros loaded: 2
·PSG channel 4: Free range white noise
·PCM samples loaded: 3
·Time in development: 2 days
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
I've been thinking about how I procrastinate hard whenever covering a song feels more like work, and I think that instead of doing things in a set order, I'll simply do whatever I'm in the mood for right then and there, and so I'll eventually be more open to take on a challenge later on and do a more difficult song. I'm noticing that Sonic Adventure 2 is full of bangers that seem easy to do, at least most everything other than Knuckles, so I think I'll keep doing more to get back that song-making excitement that I think Sonic Forces burnt me out of.
I did the guitar you hear at the start first, and of course it had to be the good ol' Dis. Guitar '94, though this time it has even higher frequencies than usual, but without much static. I don't exactly remember the order in which I edited things, but the main idea was to make it as close to the original as possible, and so I made adjustments with that in mind. That ended up with operator 1 having a value of 19, which is much higher than the typical 21 (which is the limit before turning into static) and with operator 3 having a higher value than operator 2, which makes it sound more gravely and lowers the higher tones. I also adjusted de volume decay of operator 2 taking the longer notes into account. The reason for it was to make the soundwave change a little so as to prevent it from being a continuous noise and to make it feel more natural.
Then came the bass, and here's where I tried being a bit more experimental. I first loaded a standard instrument from the pack called Analog Bass #2+F to try to make a new instrument more or less from scratch and I liked that one, and then I edited it to emphasize the tones the bass had, but its algorithm made it sound more like a whistle or a synthesized hum than a string instrument, so after tweaking it the best I could I started looking for a replacement. A little further into the song I noticed it had that hard slap that Thunder Force IV basses have and I loaded one from it immediately, then I tweaked it to resemble the one I made before because I intended to use both and switch from to the other, but I managed to edit it in such a way that it felt like the same one but with the added slap, so I replaced it fully.
Then for the trumpets I just loaded in a Sonic trumpet and edited operator 2's frictiony sound that imitates real trumpets and turned it into an additional tone to make them thicker. What I actually wanted to do was to give it a high pitched extra tone that would make it sound like there's more instruments, but it somehow sounded low pitched, and out of pure luck I also gave it a rising volume effect, by which I mean that low tone integrates itself gradually as more notes are played.
And then finally there was the main guitar, and that one gave me lots of trouble. I first used the guitar from Metropolis Zone (thanks to the person who recommended it to me some time ago), but no matter how much I edited it, it sounded too electric and unpleasant, so I tried looking for a cleaner one but I didn't know where. Then I said, if Thunder Force has so many good instruments, maybe it has a guitar like the one I'm looking for, and so I got one from it and edited it. That one sounded better but it still felt unpleasant near the end of the song when it gets to the higher notes, so I started looking for a new one again. And then suddenly I remembered Comix Zone has some good acoustic guitars, and that's precisely where I got the one that worked. I basically just edited the MULT values to give it the sound I wanted and that was it.
All those instruments I said got replaced are included in the DMF. I think it's interesting to see what worked and what didn't, and why.
DOWNLOAD (MP3, VGZ & DMF):
drive.google.com/file/d/1hqx9OHrbWqt6KjSR3Mtj9LvJn6hR2dMv/view?usp=sharing
Feel free to use it for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.
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Technical info
·Tempo: 150 & 180 BPM (NTSC, speed 03/03 & 02/03)
·FM instruments loaded: 2
·PSG volume macros loaded: 2
·PSG channel 4: Free range white noise
·PCM samples loaded: 5
·Time in development: 5 days
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
It's surprisingly similar to my remix of Hidden Volcano from TSR, no wonder they call themselves the Sonic Adventure Music Experience. As far as instrumentation goes, this is one of the simplest covers I've made, it's just a distortion guitar and a bass. The only type of effect I gave it was some detuning and a sort of echo to make the guitars feel fuller and not too midi-like. To get that effect I just copied everything from the guitar channels to an otherwise empty couple of channels, detuned them up a little and displaced every note a little bit ahead with the ED effect, and that's pretty much it. The instrument editing wasn't really difficult at all, the instruments I started with were already pretty good on their own, but of course some editing always helps. The bass is from Thunder Force IV and the guitar is the good ol' Dis. Guitar '94 that I always use. I use these instruments way too often, so of course it didn't take long to find them. The guitars are edited to have higher frequencies than normal, which is something I learned sounds good after listening to a song from Alien Soldier and tried to copy in my remix of Chase from JoJo's. It's a pretty long song, but since it doesn't have too many instruments or effects, getting it done was just a matter of copying notes and paying attention to any changes.
It's funny that I started this remix just as I was about to go to bed, just on a whim, and turned out to be really simple to make. Love to see it.
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/14R_amymtzlDpP6M6O2PHWCOrp8HxKdko/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
- - - - - - - - - - - - - - - -
Technical info
·Tempo: 128.57 & 150 BPM (NTSC, speed 05/02, 03/04 & 02/04)
·PSG volume macros loaded: 7
·PSG channel 4: 3-tone white noise
·Time in development: 1 day
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
Apparently I made this in June of last year, I could've sworn I made this two months ago at most. I remember this was very fun to make, there's a lot of volume macros I used for effects that I basically made just to add some more detail here and there. It also has some swing, and this I find a little strange for a very specific reason. I've made other covers that had swing that had different pattern sizes than usual, like for example 48 instead of 32, and there's the infamous Casino Forest with the most unusual 42, and then there's this, just regular 32 but with tempo changes. What's weird about it to me is that I'm not sure if those other remixes would've been regular sized too if I had used speed changes, but Casino Forest is a hard no to that, so... preeetty sure Casino Forest ain't swung 4/4, because this clearly is and that one looked weird, so I'm still not convinced.
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/1ZkHFsajsdqepJ_8Ir4OpasE2hWQ6-jS0/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
- - - - - - - - - - - - - - - -
Technical info
·Tempo: 200 & 171.34 BPM (NTSC, speed 03/03 & 04/03)
·PSG volume macros loaded: 9
·PSG channel 4: 3-tone white noise
·Time in development: 1 day
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
Apparently I made this almost a full year ago... I can't even pretend to remember what I did.
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/16-cEa31JcWRXdTFo3Fd5Ha_ZOVdP3LLo/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
- - - - - - - - - - - - - - - -
Technical info
·Tempo: 128.57 BPM (NTSC, speed 03/04)
·PSG volume macros loaded: 5
·PSG channel 4: 3-tone white noise
·Time in development: 1 day
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
This is one of the few times I've used a different volume macro for some of the percussion. Normally I use the same macro for kicks, snares and hi-hats, but for this I used very short macros for the kick and hi-hat and a longer one for the snare. I also used some detuning, and as I've explained before, it's mostly just to make melodies distinct from one another and to avoid unwanted harmonizations and distortion. I find it funny that it took me this long to start doing this, I used to move things up an octave instead, to the point that it's the most defining feature of my Sonic 2 remixes. But still, no detuning sounds great, it's all a matter of how you deal with identical notes running into one another.
Also, I love this song.
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/1LlTF7jtD0-IQQOe50cLiJY9SFK4eoTHj/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
- - - - - - - - - - - - - - - -
Technical info
·Tempo: 128.57 & 138.46 BPM (NTSC, speed 07/07 & 06/07)
·PSG volume macros loaded: 3
·PSG channel 4: 3-tone white noise
·Time in development: 1 day iirc
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
I don't usually use the arpeggio effect because I think it should be treated more as an instrument in itself than as a way of adding more notes, but in this case I really needed those notes, I had no other way of including them if I were to keep those long held notes. The telephone sound is just an F note playing on 3 octaves with the same arpeggio effect, doing it any other way would be painful and probably unproductive. I mention this because I think I could theoretically get a pitch perfect recreation, but PSG doesn't detune with as much precision as FM so there's a chance it might not even be possible.
Something something World Revolving.
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/1DjQamNIgA4MpU6uRgh2aMMd9TxzWYKjp/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
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Technical info
·Tempo: 180 & 150 BPM (NTSC, speed 02/03 & 03/03)
·PSG volume macros loaded: 3
·PSG channel 4: 3-tone white noise
·Time in development: 1 day
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
This is as standard as they come, or at least it's no different than what I regularly do. I made this after covering the game's title theme, so it's mostly just copied from that.
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/1TVaU_2PziHDpcyW4qmTquuVvJ6NHU4HT/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
- - - - - - - - - - - - - - - -
Technical info
·Tempo: 150 & 128.57 BPM (NTSC, speed 03/03 04/03)
·PSG volume macros loaded: 4
·PSG channel 4: 3-tone white noise
·Time in development: 1 day
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
- - - - - - - - - - - - - - - -
About the song:
This is one of the few covers I've made where I used more than one macro for percussion, it's actually 3 in this case of increasing lengths. The only other macro is for the square wave flute, it just rises and falls down in a straight line. I played a little with the tuning of the melody here, instead of only having the echo detuned higher I also detuned the regular voice lower, I think it achieves that feeling of distant sound a bit better, and it also prevents unintended distortion with the other channel. When two channels play the same notes with the same tuning, sometimes they play in different ways and the waves start at different points, which means that instead of being identical and just turning louder, they get desynced somehow and start canceling each other, even to the point of cutting to silence, so it's good to keep an eye on that.
I did need to use Audacity for this one, those quicks notes at the beginning and end are just too confusing for my ear, I just couldn't get the timing or notes right. Using Audacity for VGMs is less annoying though, I only need to record an isolated channel as it plays the section I need, but with other audio formats (or just with Sonic Forces, rather) I usually need to record the entire song and export it first because the original is in something like M4A which Audacity doesn't open, and I also need to turn off bass boost before recording. Yes I use bass boost, otherwise it sounds tinny, it's adjusted in a way that doesn't interfere with frequencies, it's just boosted enough so I can hear low frequencies properly, but when I record audio and play it back it's double boosted and gets way too loud so I need to turn it off for that. In this case the double boost (haha) is not intrusive enough to bother me so I can listen to it just fine. In short, that's why I rarely use Audacity anymore, I'd rather try to figure out the notes myself first than go through the process of recording it. Sometimes when I record audio and DefleMask is open it gets muted, that's also slightly annoying. Anyways, Audacity is good, but not always necessary, but in this case it was.
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/1aSB_g7svau_Ru09FCYQVnhDJImUMmQ96/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
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Technical info
·Tempo: 128.57 & 112.5 BPM (NTSC, speed 05/02 & 06/02)
·PSG volume macros loaded: 7
·PSG channel 4: 3-tone white noise
·Time in development: 1 day
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
- - - - - - - - - - - - - - - -
About the song:
While making this I forgot which Zone it was for and thought this was Ice Cap Zone, so I gave it some echo to go for that theme. Of course, turns out this isn't Ice Cap, but the effect is too good to get rid of it.
Again, there is some detuning for the accompaniment melodies. The original Master System soundtracks use a lot more detuning than you'd think, and I think it's for the same reason I do it here, which is to separate melodies so that they don't harmonize as well so you can follow them independently. With such a limited sound palette (square waves only) you run into that problem from time to time, and detuning really does wonders to fix it.
I remember I had to use Audacity to get those quick notes in the intro and the loop point right, and I remember I left a placeholder there so I could skip that and finish it properly once everything else was ready, 'cus I didn't want to open Audacity in the middle of doing it by ear because it sometimes mutes DefleMask and just general laziness, and then once everything was ready I forgot to fix that and didn't notice until I was about to get the video ready to render. I forget small details like that more often than I'd like to admit. It's not that I don't want to admit my mistakes, it's that those mistakes bring back to mind just how much time was wasted for no reason.
And now, these are the notes I wrote as I was making this:
I tried having a good balance between the Prototype and PC version, but ultimately it's mostly just the Prototype version.
I thought for a moment this was Ice Cap's theme
hi-hats inbetween the other notes
funky notes
I don't know what funky notes I was talking about xD probably wanted to mention how much I liked the 05/02 speed and the cuts to silence instead of "PSG reverb" as I call it, gives it a great rhythm.
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/1Z5VJ_MTsJ8ge2tzR3Wf63zGuoPKVNJVf/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
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Technical info
·Tempo: 180, 300, 163.64 BPM (NTSC, speed 05/05, 03/03, 06/05)
·PSG volume macros loaded: 4
·PSG channel 4: 3-tone white noise
·Time in development: 1 day
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
I wish I wrote something while I was working on this, I guess I'll have to work it backwards.
Well, first thing that calls my attention immediately is the fact that there's tons of speed changes to make it swing, and it's also irregular, meaning there are times where the speed changes are not the same as in previous sections. I'm like 99% sure I based this on the Sonic 3 Prototype version, the tempo wouldn't be as irregular as it is here otherwise. The other thing that calls my attention is a volume macro I called "retrigger" that basically works as one note playing every 4 clock ticks, which is more notes than DefleMask would allow me to put on the grid. It's only used for the note slides; instead of putting in a bunch of notes while having to create a new pattern with a 01/01 speed, I just used a volume macro that sounded exactly the same as that so I wouldn't need to make any changes. I can also tell I payed close attention to the vibrato values so that each section would feel different and the melodies could be easily told apart. And that would be it, nothing too out of the ordinary other than the swing.
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/107njwi4M54oqMGVyYyFgJHQYmPvh09N-/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
- - - - - - - - - - - - - - - -
Technical info
·Tempo: 128.57 & 150 BPM (NTSC, speed 04/03 & 03/03)
·PSG volume macros loaded: 3
·PSG channel 4: 3-tone white noise
·Time in development: 1 day
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
I forgot to write a description again BUT I wrote this as bullet points to later redact:
First I synchronized the tempo, making the beat simpler and more complete to know where it was lagging or rushing.
Then I inserted the notes and adjusted the macros. I made a special macro so the snare would be longer that turned out worse than the regular macro, so I deleted it.
Then I gave it same channel echo.
Then I figured I'd write this down because I was already forgetting what I had just done.
Then I lowered channel 3's volume.
And THEN I saved the file :v
I tried to make channel 2's vibrato feel like the type of movement that FM does.
Then I compared it with the PC version and copied the portamento near the end, and I also noticed that everything in the PC version was a half step lower and had a slower tempo.
While doing the PC version that I honestly thought was not as good and had a few mistakes in the ordering the percussion, I realized it had some crashes that the other didn't, and little by little I started liking it more.
I'll try to keep doing it this way as long as I remember. It seems redacting things is what I find difficult, that and also the fact that I forget what I did the more I change what I'm doing.
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/1GuZsepFv_I2Z8e63NHA0cL7rfwL2cKc7/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
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Technical info
·Tempo: 200 & 180 BPM (NTSC, speed 04/05 & 05/05)
·PSG volume macros loaded: 2
·PSG channel 4: 3-tone white noise
·Time in development: 1 day probably
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
This is the only song I've ever covered where every single note is pitch-bent into the next one. I thought maybe it was like that for just one section and then they would hit normally, but no, it's there from beginning to end in every single note. Must be a togglable effect. Doing those bends manually takes more time than you'd think, but it ain't that terrible, just inconvenient, that's why you get the notes right first and then you go for the pitch bends. Nothing much to say other than that. Well, except for the detuned "bass" channel. To be honest, I don't remember if it's higher-pitched in the original as well, I think it was but I'm not sure.
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/1RGofqaabiFs8h4jyByGG0W2PYHdWP7yh/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
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Technical info
·Tempo: 120 BPM (NTSC, speed 05/05)
·PSG volume macros loaded: 1
·Time in development: 1 day
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
Now this is something that has never come up until now. I thought I could make a really good 1:1 remake, but soon I bumped into the volume limit. The Master System only has 15 levels of volume, so I have to work within that frame. To get around that I had to find a pattern that lowered volume at a constant rate that then repeated at a higher enough volume so that it could keep going for as long as the original had echo, which was a bit more difficult than I expected. Let's say the song played the same note up to 8 times, that would mean I would need mine to also play 8 times, but each time it plays with less volume, so I need to see at what volume it should play each time. To figure that out I first tried lowering the volume in a straight line and making the next note start a little bit higher. In this case there's 15 spaces between each note, which means the very first note could play all the way from full volume to silence before the echo note hits, but that doesn't sound right, so it had to end at a higher volume. Going down 2x2 wasn't good either, 3x3 felt too loud by comparison, and patterns inbetween those didn't sound quite right for some reason. In the end I did a repeating pattern of 2, 2 and 3 that gets pushed down at the 5th space, it seems to keep the volume dynamics closer to the original while not messing much with the length of the notes.
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/1Www1ARUbwxCxTxexh6OC-yktHR3WohvV/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
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Technical info
·Tempo: 128.57 & 150 BPM (NTSC, speed 04/03 & 03/03)
·PSG volume macros loaded: 5
·PSG channel 4: 3-tone white noise
·Time in development: Between 2 and 4 hours I think
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
What's fun about this cover is that I managed to somehow make it sound kinda like a typical Master System or Game Gear song, and at the same time it's pretty accurate to the original... except for the bass, because like always, when a note goes below A which is the soundchip's limit, I have to move the entire melody up an octave to be able to use the lower notes. Well, other than that, I tried to make everything as accurate as possible, whic means I tried to make the notes' fade-outs (or release if it were ADSR) would coincide as much as posible, and I aslo tried to time them more or less the same.
To figure out the tempo I started by syncing DefleMask with the OGG to see if it was lagging or rushing. The original's tempo was faster but for an inexact amount, so I had to try out different amounts in the pattern matrix. Before realizing it was inexact I had tried speeding up every pattern to twice the speed (in DefleMask, the noise channel's pattern only had the pattern 0 and there the tempo changed from [Effect] 09 [Value] 04 to 09 03 twice), but when playing the OGG they desynced many patterns later, which meant I had to change the later patterns. In the end I found the amount that best reflected the tempo, and then it was just about how to change speeds without being noticeable, which is also a bit difficult. What I learned from my Sonic remixes is that the best way to change speeds seems to be at empty spaces, and by that I mean doing so between long sustained notes instead of in the middle of the melody where the space between notes is easy to hear and even important. Luckily, I could fit the speed changes in places that are somewhat hard to spot, and it feels pretty natural as long as you pay attention to the melody and not to the percussion, because that's where you can see the gap between the "drums" and "hi-hats" gets suddenly shorter.
I like how much it feels like a Castlevania song, especially considering how Castlevania Bloodlines is a Sega Genesis game. However, it's likely that I will not do a Genesis version of this. I changed my mind regarding Deltarune covers (and remixes in general maybe), I think I'll try to make covers that "make sense" from now on. Trying to do the entire soundtrack in two formats takes a lot of time, and sometimes adapting a song to one with completely different limitations can be very difficult or barely anyone would find a use for it, so I'll stick to the more simple and closely-related formats. It's not like I make that many of them anyway, but at least I won't feel like I need to do the same work twice or that there will be many people expecting me to. I think Sonic Forces will be the only time I ever do it, I'm hellbent on doing the whole thing and doing it good.
When I was looking for the official soundtrack on Bandcamp to get the official names I was surprised to find that the Japanese-translated site linked to a different Bandcamp than the English one, and every song had different names, some were exactly the same, others were adapted to the Japanese grammar and others were partly new, like "Smart Race" being "IQ Mocking Race" in Japanese. If not for the fact that VGMs can also have Japanese tags I would've never took the time to search for it and wouldn't have known about the differences. I don't know what this song's title means in Japanese, though I imagine it must be a direct translation. Also, it looks like Big Shot couldn't be translated with quite the same meaning, but it's close enough from what little I understand.
DOWNLOAD (MP3, VGZ & DMF):
drive.google.com/file/d/1HlArbsUggMvmKg07luprnX-8Ekut2CIN/view?usp=sharing
Feel free to use it for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.
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Technical info
·Tempo: 300 & 257.14 BPM (NTSC, speed 03/03 & 04/03)
·FM instruments loaded: 6
·PSG volume macros loaded: 2
·PSG channel 4: Free range white noise
·PCM samples loaded: 5
·Time in development: 5 days
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
Most instruments are from Puyo Puyo 1 and 2. I got them from there since I knew they had a perfect harpsichord I could use, and maybe I could also grab a good synth and maybe also a bass. Turns out I was right, but I had only found one synth for a specific section and I knew it wouldn't be good for the whole song, so I had to look for more synths. Sonic games have amazing synths, and somehow trumpets can also turn into good synths if edited appropiately, which Sonic games also have, so I was bound to find something good. After finding some I started editing them to sound more like the original, which to me was pretty much just a square wave that sounds a bit different. I specifically got a square-like synth for most of the melody and edited it to accentuate other features, like giving it a sharper timbre (higher operator 1's TL value) and also lowering its feedback to prevent the high timbre from becoming too sharp and turning into static. I also changed the DT values to make it fluctuate a bit (don't know any proper term for that), it sounded good without it when accompanied by echo, but when harmonizing it felt a bit too aggressive. Constant unchanging monotone sounds get unpleasant if held for too long, that's where giving it some DT is helpful, it makes it change enough to sound enjoyable. Speaking of unpleasant, the harpsichord was really sharp and screechy at high frequencies, at first I tried changing the tuning in each channel but that didn't do much, so I ended up editing its ADSR and other values and that worked wonders.
Everything seems to be tuned halfway up a half step (or down, though I think it's not perfectly halfway). I had everything tuned to C0 initially and only echo effects would be tuned higher, but since most instruments are kind of harmonizing in pairs I had the idea of tuning one channel higher and one channel lower to make the harmonies sound fuller. That way once the echo goes away and the harmonies come in, its abscence wouldn't be that noticeable, since the tuning doesn't change all that much.
When choosing the kick I thought maybe I could find something from Pulseman to use or something nearby. I pressed P, landed on Puggsy, listened to it and decided on it immediately. For the snare I just looked through every snare alphabetically until I found something I liked. The rimshot was just the first thing I found that sounded like a quiet bassy snare. I'm not even sure what a rimshot is, sounds to me like a seconday snare.
This is as accurate to the original as I think I can make it. I did everything by ear first and then I used Audacity to take a closer look at the quicker notes (of which there is a ton) and see if I should change anything. Doing it that way was a good idea, there were some notes I couldn't hear that well when "zooming in" but could infer when listening to it as a sequence, and there were some sequence of notes that I couldn't figure out by ear but sounded very clear when going note by note. The funny thing is, it's actually hard to tell instruments apart sometimes, especially in songs like this where their timbre is very samey. Mine are also samey intentionally, partly to stay close to the original, but also because it helps make things blend together. Sometimes it can sound like one channel is playing two voices, but that's because the instrument sounds like an inbetween of two other instruments. At 0:39 you can see how channel 5 stops producing sound but it still feels present somehow, and that is because channel 4 has a similar instrument and channel 2 plays the same notes with an instrument similar in timbre. It's cool how they actually look similar too. And also, when that instrument is combined with the square-ish one whilst having one tuned higher and one tuned lower, they sound like an accordion. That was completely unintentional, but it gives it a circus-y feel that I love (maybe because of Jevil's theme).
The DMF is an ugly mess, I didn't bother ordering the patterns appropiately. No real need to clean it up though.
DOWNLOAD (MP3, VGZ & DMF):
drive.google.com/file/d/1qQOV-RX2uDyk8sErTnBqzuScYvdHHcTb/view?usp=sharing
Feel free to use it for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.
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Technical info
·Tempo: 75 BPM (NTSC, speed 06/06)
·FM instruments loaded: 3
·PSG volume macros loaded: 1
·Time in development: yes
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
I made this in 2018 when Chapter 1 was still popular, but refused to upload it before I covered Chaos King, which I still haven't, but thankfully for me Chapter 2 used it again and now I finally get an excuse to stop finding excuses not to cover more Deltarune.
I don't remember anything about making this :)
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/1s30WOFrR7J5Zsqa70-yciIR6tQh4B5Bn/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
- - - - - - - - - - - - - - - -
Technical info
·Tempo: 138.46 & 150 BPM (NTSC, speed 07/06 & 06/06)
·PSG volume macros loaded: 5
·Time in development: 1 day
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
I love turning harmony-heavy tracks into square wave choirs, it's honestly my favorite type of Master System remixes (by which I mean my own). This is the kind of song where volume macros make a bigger impact on the overall quality of the song, as you get to hear them very clearly for long periods of time. The length of the macros will depend on the tempo of the song, as faster tempos will not allow longer macros to play in full. Figuring out the tempo for this one was kind of a challenge. First, I tried to get the right number of speed changes, which meant playing DefleMask and the OGG at the same time and seeing if mine was rushing or lagging behind. And then after both felt like they were syncing properly I would try to rearrange the speed changes in a more "symmetrical" manner. Once the tempo was right I could safely edit the macros, knowing I wouldn't need to adjust them again after noticing I somehow forgot to get the tempo right. The macros themselves are really simple, they're just descending straight lines of varying speeds. They go down at different speeds so I have better control of their length, as I want it to reach a certain volume before the next note hits, so for short notes the macro should be shorter and for long notes the macro should be longer, that's what I mean about macros of varying speed. Then of course, there's also notes so long that it's more convenient to manage the volume on the tracker itself than the macro, which in this case happens right at the end.
Why are we put in a tunnel of love with sussy baka Ralsei? What did Toby Fox mean by this? Maybe it alludes to the fact that I love this game. This paragraph serves no purpose, do not acknowledge its existence. Or do, I'm not the boss of you, your ACTions do matter as far as I'm concerned. As long as you're not a bot, that is. Imagine this turning into robophobia 100 years from now. Again, ignore this paragraph, nothing of value here. This game's insane energy is contagious, I love it.
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/1QzbUNOFeYjQnPcfbyHa_IWp3xjzXHJNx/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
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Technical info
·Tempo: 200 BPM (NTSC, speed 03/03)
·PSG volume macros loaded: 3
·PSG channel 4: 3-tone white noise
·Time in development: 1 day
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:Starting Deltarune Chapter 2 covers with a banger aren't we? Well, this isn't actually my first, that was Noelle's theme I covered 2 years ago, which I had to update to NTSC recently. No more NTSC updating please, I learned my leason already, why is there so much left. Anyways, this is yet another very simple cover, I actually thought it felt too bare-bones and had to add something more to it, so I duplicated the melody and had it play at a slighly different pitch so it distorts just a little. By the way, I've covered a few Chapter 2 songs so far, and I don't get why they're all detuned to a higher pitch, I wonder how many of them actually are.
I bet this won't ever get to 1K views, 'cus why would it, I doubt anybody would find any use for this. Not that views equals usefulness, but the more visibility it gets the more likely it is that it gets used for something somewhere. Though it IS chiptune, there might be some use for it if only solely for that, though I can't imagine what for.
I like Toby's tempos, very NTSC-compatible. Thank you Toby. Oh and for the game too, very good game.
DOWNLOAD (MP3, VGZ & DMF):
drive.google.com/file/d/13Wh8awa7CKFrDN_AhLXIsIWW8TgEaI8n/view?usp=sharing
Feel free to use it for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.
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Technical info
·Tempo: 128.57 & 150 BPM (NTSC, speed 04/03 & 03/03)
·FM instruments loaded: 3
·PSG volume macros loaded: 2
·PSG channel 4: Free range white noise
·PCM samples loaded: 2
·Time in development: 2 days
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
This must be one of the simplest Genesis remixes I've ever made. It literally only has 3 FM instruments: A bass, a distortion guitar, and a bell. The square waves only use one volume macro and the noise channel uses another. And the percussion is nothing but a kick and snare, the classic. That's it. There's also some detuning, for the guitars it's one channel tuned up and one down, same as the square waves (or rather one high and one higher), and for the bells one is normal and one is lower.
I don't actually remember if editing the FM instruments was any difficult at all so uhh yeah pretty simple. I mean, it did take only 2 days to make, these usually take about a week or more each to make (maybe not as much now that I'm getting faster at it, but still, that's really fast).
Also, I do Sonic X-Treme now. Poggers.
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/1WgLq7i4ejtc-j_epz76aHhu60ozulS3q/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
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Technical info
·Tempo: 128.57 & 150 BPM (NTSC, speed 04/03 & 03/03)
·PSG volume macros loaded: 3
·PSG channel 4: 3-tone white noise
·Time in development: 1 day
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
This is a pretty standard cover in terms of how I usually do them, especially as I was new to this. It doesn't have same-channel echo, it doesn't have detuning, vibrato effects always have the same values and play at the same starting length, and channels only use one type of volume macros from beginning to end, which are also very simple in shape. The only things I would say are not as simple are the tempo adjustment, which is now standard for me as I refuse to do anything but NTSC anymore (PAL being the only possible exception), and also a new effect I haven't used before. As I was making a cover of the Sonic & Knuckles title theme I noticed the square waves in that song had a down-only vibrato, and I remembered there was an effect that did exactly that that I knew existed but completely forgot about and I had a chance to use it and see if it worked the same way. Turns out it did, at least as far as I could tell it was exactly the same. Here I used that same effect, effect E3, to make the third channel have the same vibrato value as the second channel but down-only, that way it kinda sounds like they're tuned different when the vibrato is in effect even though they're not.
Other than in my title theme cover, this is the only I've used this effect so far. It might be useful for VGM recreations if I ever get to that, apparently down-only vibrato is the actual norm, or it might be that 8-bit Sonic songs do down then up instead of up then down like DefleMask does, which might be a problem if I try to recreate VGMs accurately. Accurate recreations have been a nightmare for reasons like that, which is why I haven't posted any despite having at least 3 decent ones.
DOWNLOAD (MP3, VGZ & DMF):
drive.google.com/file/d/1c2YRFLEbqaz8jpDaKwQW058elCy95dA-/view?usp=sharing
Feel free to use it for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.
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Technical info
·FM instruments loaded: 16
·PSG volume macros loaded: 3
·PCM samples loaded: 1
·Tempo: 75 & 81.82 BPM (NTSC, speed 06/06 & 05/06)
·Program: DefleMask Tracker v0.12.0
·Time in development: At least 4 days
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About the song:
This song uses a lot of instruments I'm familiar with and some that I've been getting used to lately. Distortion guitars I'm the most familiar with, although that's because of one instrument that I'm now trying not to overuse, but I did use it here anyways. Dis. Guitar '94 really is the best distortion guitar in my opinion. The other guitar that I'm now getting used is the Metropolis Zone guitar, though that one usually needs a lot more edits. And the other instrument I'm getting used to is what I think is called a rhythm guitar, in this case it's specifically the one from McDonald's Treasure Adventure, which I've only ever used before in my Network Terminal Interior remix. There's also the good ol' Sonic trumpets, the Casino Night bass, a Thunder Force IV tom that I'm now using as a kick and Devilish strings, they never fail. And lastly, I knew to use one instrument from Sonic Crackers that sounds like a trumpet and a bell at the same time, and got some regular bells while I was at it (from Knuckles' Chaotix, same thing). The only instrument I had no idea how to make was the static-like noise at the beginning of the song that goes in the background, which I interpreted as an FM-like uhh... warping thing? like the one from Alien Soldier that plays during a boss fight. I tried using that exact one but it didn't work, and ended up turning it (or something else, can't remember) into a guitar, hoping it would kinda feel like seawaves in a sense, like it rises and falls on repeat in a similar pattern as the static in the original, and since electric guitars are kinda static-y it would feel similar frequency-wise.
I think I'm becoming a fan of FM kicks. They can last for as long as I want and I can actually tune them. Sometimes PCM is better when I need a kick with a certain oomph to it, but FM kicks work much better for clean kicks than PCM in my opinion. However, they make the video-making process a lot slower as I have to manually alternate from FM to PCM going frame by frame, just doing that for this video took like two full days. Even worse, I don't know how this happened but for a moment I thought all my progress got undone and I had to quit and take a rest, then when I went back to it it was all there and continue like normal. I think what happened is that somehow I clicked ahead in the timeline without noticing and when I tried to roll back to where I was I couldn't find anything because I was so zoomed in that it was all pushed to the very edge of the bar. Anyways, hope that doesn't happen again, though if I'm right then it's very unlikely that anything will ever get undone just because, so it was just a one-time spook.
For some reason, the square wave playing a D note at 0:12 sometimes feels horribly out of tune but goes back into being in tune at about 0:20 when the bells start harmonizing more. I'm not sure I should change it, as that's the tuning that felt least wrong to me.
DOWNLOAD (MP3, VGZ & DMF):
drive.google.com/file/d/1iQblvvMqZtafsMjW6H6WtkmbISiw-JIB/view?usp=sharing
Feel free to use it for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.
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Technical info
·Tempo: 100 & 112.5 BPM (NTSC, speed 06/03 & 05/03)
·FM instruments loaded: 5
·PSG volume macros loaded: 2
·PSG channel 4: Free range white noise
·PCM samples loaded: 2
·Time in development: 3 days
·Music program: DefleMask Tracker v0.12.0
·Channel audio visualizer: Corrscope 0.7.0
·Stereo audio visualizer: Spectralizer plugin for OBS
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About the song:
I decided to make a cover of this because I expected it to be pretty simple to do, and apparently I was right. However, I had the brilliant idea of doing kicks as FM and snares as PCM so they could play at the same time to make a more powerful battery, and for that I had to sacrifice one channel. In this case that's no problem, there's very few instruments in the song already. I couldn't resist using the sample twice but one with lower volume to use as echo. Normally I avoid doing that to keep the VGM's size from being innecessarily large, but here it's kinda taking the kick's place, so it's really no different than normal.
Usually when distortion guitars are used for the entirery of a song they go on stereo and accompany the main melody which may be any other instrument, but in this case the guitars are the main melody, so I have two channels that would normally not be free. I could've used the extra channel for harmonizing the stereo guitars, but I liked the idea of using FM hi-hats and PSG crashes as I was already using FM for percussion, so that's what I did. Instead of using the extra channel for harmonies I had one of the channels change from the normal melody to its own harmonization, that way it's a bit less repetitive. As a result, the battery stands out just as much as the guitars do. The bass serves as a secondary melody of sorts, it fills the frequency gap between the kicks and the guitars. I think I remember some of the guitar notes were a bit hard to hear sometimes. I didn't use Audacity to isolate the channels for this one.
There's also the funny one-use only FM reverse cymbal kind of thing. I like what it adds to the original song and I thought I could make a somewhat accurate imitation, so I gave it a shot. I like trying to make new instruments from other ones, sometimes it's good practice for the rare circumstance of not being able to have PCM percussion but having enough space for an FM alternative. Cymbals and hi-hats are mostly static as far as FM goes, they're relatively easy to make, so it was worth trying. I also detuned it a little because I've seen some of the demo songs included with DefleMask do that and they sound amazing, and it also makes sense that metallic or static noises would be tuned differently, as in not tuned at all probably. I detuned it as I listened to it play in sync with the song and did my best to make it sound the same, but the effect is not the same, it's just not the same timbre, but it's close enough.
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/1muTnr_aThBEPcZ6Q-XWXYWnsxWgS1a9g/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
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Technical info
·System: Sega Master System, Sega Game Gear
·Soundchip: SN76496 (PSG)
·Total PSG channels active: 4
·PSG channel 4: 3-tone white noise
·PSG volume macros loaded: 4
·Tempo: figure it out yourself lol
·Program: DefleMask Tracker v0.12.0
·Time in development: 1 day
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About the song:
This one has a weird tempo. The notes are displaced because of the swing, which means the tempo slows down for the long notes and speeds up for the short notes, but one of the tempo changes is slower, making it uneven, and at the end of the song the snares are kind of evenly spaced, and for that I had to change the speeds there to something that added up to the same total speed but had numbers closer to an average.
In terms of everything else, it's pretty standard. There was no need to use Audacity to hear the notes, all notes were slow enough to hear if I paused at the right time. No detuning this time because I feel it's supposed to be a more harmonic song. I used vibrato only to give the longer notes more emphasis and to avoid some disonances. There's also the "reverb effect" I've been giving my MS remixes lately, it's just a regular volume macro but with much lower volume, it makes the melodies stand out much more and helps make it feel less like computer beeps cutting off every now and then, and more like square whistles playing in a room. It's just 8-bit reverb, basically.
The song also gives me some slight Deltarune/Dynamite Headdy vibes during the jazzier part, though that might be because I don't know many jazz songs, but I know those two games. I never get to hear that part of the song in-game, I usually leave the stage earlier. It's my favorite part of the song, walking basses are a lot of fun, and I also like the orchestral feel to it.
...uh, you know what's funny? I made this cover so quickly and long ago enough that I completely forgot it existed. I think something must have interrupted me as I was getting things ready to make a video, and enough time passed that I forgot that's what I was doing and I had started a new cover already. It's especially likely as I haven't been uploading much lately. It was somewhat surreal finding this among my Sonic 3 tracks and listening to it without being able to remember myself making it, it was like listening to it from an outsiders perspective. For a brief moment I felt I was like one of my viewers listening to this for the first time, not knowing what to expect and then going "oh of course that's how it goes" as I was listening. Pretty cool experience, 10/10 would forget again. What's even more awesome is that I had the foresight to write a description immediately after finishing it, otherwise I probably would've had to leave this all blank. Poggers.
Here's something else that happened. When I rendered the video I noticed there were sudden blue flashes covering the entire screen for no reason. I had seen that same thing as I was making the video, but I thought it was a previsualization error. I couldn't see it as I played the video in the editor, but it did show up at some specific frames while the video was paused. Turns out it had something to do with the crop and paint bucket effects. The sound wave's line gets kinda partially drawn when it sticks to the edge, and for some reason, rather than painting over the line's edge with some transparency, it broke out of the box and painted the entire screen with that same degree of transparency. I fixed it by changing the effect's X Y position, which who knows why it has one. The farther away I moved it the thinner the line got, until it lost enough transparency that it turned black again. At least I managed to fix it.
DOWNLOAD (MP3, VGZ & DMF):
drive.google.com/file/d/1pblP98hilkZrf8ZzuIoVmZXd7enzG19s/view?usp=sharing
Feel free to use it for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.
MORE SONIC FORCES:
*Genesis (16-bit): youtu.be/playlist?list=PLUXhDGYtH8zfBmlWzsZpLgq1NrQBJI26m
·Master System (8-bit): youtu.be/playlist?list=PLUXhDGYtH8zeiP54Tf8i_q6s-bOMPdKx3
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Technical info
·PSG channel 4: Free range white noise
·FM instruments loaded: 21
·PSG volume macros loaded: 3
·PCM samples loaded: 4
·Tempo: 150 & 180 BPM (NTSC, speed 03/03 & 02/03)
·Program: DefleMask Tracker v0.12.0
·Time in development: 9 days at the very least
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About the song:
Well, from what I remember, basically I started by choosing instruments I thought would fit well with this song, so I went for safe choices like Sonic synths and good ol' Thunder Force IV toms, and Dis. Guitar '94 yet again. The song's intro is a little bit too complex to start off trying to figure the notes and tempo, so I started from the bit right after it, it's much simpler to follow and copy. I remember moving very fast until that sound effect before the new section (a high-pass filter maybe?). Since I knew that part would require some FM trickery I stopped there instead of skipping over it, the new sections would require new instruments too so I much preferred improving the instruments I already had and then move on. My priority was on the guitars and kicks, since they hold the song's lower tones, it needed to complement each other and be loud enough so that it would not feel "empty" when one of them goes silent. As it turns out, things feel "empty" to me when I notice some frequencies are missing in the mixing, couldn't have known that without trying out a DAW, but I digress. Earthworm Jim's kicks are really deep and loud, that was an easy choice, and I'm used to editing the guitars by now, but there were parts where it felt they weren't gravely enough, so I made a copy and edited it to be rougher. To accomplish I think I tried going down first, lowering some MULT values, but rather than simulating a lower pitch through FM I instead lowered it an octave and moved the MULTs up. FM sounds very weird with low MULT values.
By the way, the main instruments were a pain to edit. That flute-like thing (not the bell-like thing at the beginning) was the hardest one. I know what I want it to sound like, but I can't adjust things without affecting the timbre in the wrong direction.
Then I got to the part I skipped and did something similar. Since the high-pass filter lowers the intensity of the higher tones (I think that's what happens) I tried doing the same by lowering operator 1's TL value of the... lower guitar, I guess. But since this one had to continually keep doing down, it needed the use of a DefleMask effect and not a new instrument each time it got lower. I did use a new instrument anyway, but because I changed the ADSR values and you can't do that with DefleMask effects.
The last thing I did was the instrument that simulates the disc scratches. I had a guitar as a placeholder, and I kinda liked it, but decided something else would probably be better. I thought a disc scratch is kind of percussion-y so I looked in the Alex Kidd folders 'cuz those have weird percussions. In the end I edited the instrument I chose to such a high degree that I changed the algorithm it uses. I was thinking of how one operator would be added on top of another and had an idea of what combination might work better to the sound I wanted, so it only made sense to try that. What I got is something like... like those glasses that make music with your fingers, but made out of metal, I dunno.
Doesn't Corrscope look beautiful color-coded? And now I also have the Spectrum Visualizer plugin for OBS. It's pretty visually intuitive I'd say, left audio goes to the left and vice versa, low tones go down and high tones go up. I had to redesign my video templates to accomodate the new feature, and somehow I saved on my older Master System template instead of clicking Save As and I can't go back to it now, not very easily at least. I wouldn't mind losing an obsolete file if it weren't for the redundancy of stereo graphics on mono audio. Anyways, the stereo graphics are in black and white because having it be yellow to red made the entire thing feel too yellow. In fact, any color I picked felt too dominant over the screen, so I went for the most neutral color I could use.
I could've had Shadow running in this one but the idea just came to me as of writing this, and the video took 26 hours to render, which I did twice already.
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/1EkuRikbcj7jSh9SmHw0Ji7WSBxxmpoVC/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
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Technical info
·System: Sega Master System (mono) / Sega Game Gear (stereo)
·Soundchip: SN76496 (PSG)
·Total PSG channels active: 4
·PSG channel 4: 3-tone white noise
·PSG volume macros loaded: 2
·Tempo: 180 & 225 BPM (NTSC, speed 03/02 & 02/02)
·Program: DefleMask Tracker v0.12.0
·Time in development: 1 day
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About the song:
It was pretty simple to make, it's a very short song and has very few notes, it didn't need any special tricks, and the tempo wasn't difficult to adjust. The only thing I would say was hard was the insanely fast arpeggio, but all I needed to do was record the audio with Audacity, select some snippets and write the notes I heard. It was a little bit hard because when the length you select is too short you hear a lower note than what it actually is, and I wrote the wrong notes a few times and had to erase them and start again. I don't understand how or why that happens, it's like an auditory illusion or something, it should sound like the thing gets cut off but instead you hear the wrong note, it's weird, must be something to do with it being square waves I guess. In the end I just measured a note I knew for a fact was a certain length and just kept grabbing pieces of that size, then I could hear the notes properly and copied them as they were.
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/1ZrZD5ppq9xZEvD1AIrwKdlCHTnmQf394/view?usp=sharing
Feel free to use them for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
MORE SONIC 3D BLAST Genesis MASTER SYSTEM:
youtube.com/playlist?list=PLUXhDGYtH8zdJ0iMPaW1du6WwY8Kvmq25
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Technical info
·System: Sega Master System (mono) / Sega Game Gear (stereo)
·Soundchip: SN76496 (PSG)
·Total channels active: 4
·Channel 4: 3-tone white noise
·Volume macros loaded: 4
·Tempo: 171.43 BPM (NTSC, speed 01/06)
·Program for mono version: DefleMask Tracker v0.12.0
·Programs for stereo: Mod2PSG2 Tracker v2.05 beta, HxD
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About the song:
This took a long time to get out because I kept making changes that would not let me upload it. First it was a change of notes because I didn't like the ones I picked for the stereo channel, then I wanted to change the timing of the stereo, by which I mean what notes would go to what side, and that took an awful lot of time because I kept procrastinating it because of how tedious it is to go through the other programs to give it stereo, especially when the song is long or if I make a mistake, which I had made many up to that point. Then sometime soon after I started redesigning the videos, I think I've made like 3 or 4 different video templates, which means I would've had to re-render the video each time, and I still wasn't sure if the stereo I gave it was right. It wouldn't have taken as long if it weren't for the redesigns and me getting busy with uni assignments and personal projects, but better late than never.
I don't remember anything of how I made this cover, I thought all this time that I had it written already, but as it turns out, all I had was Act 1's file written and I must've thought it was Act 2's. I didn't even write what days I worked on this, so I don't even know how long it took to make, but I think I remember it being around 5 days or so, since I kept making changes weeks after considering it finished, then months after.
DOWNLOAD (MP3, VGM & DMF) (includes Prototype version):
drive.google.com/file/d/1XEig_X0HBaiCqHMlix_TtesEDCgsQJuw/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
- - - - - - - - - - - - - - - -
Technical info
·System: Sega Master System, Sega Game Gear
·Soundchip: SN76496 (PSG)
·Total PSG channels active: 4
·PSG channel 4: 3-tone white noise
·PSG volume macros loaded: 6
·Tempo: 128.57 BPM (NTSC, speed 04/03)
·Program: DefleMask Tracker v0.12.0
·Time in development: 2 days
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About the song:
This is one of the few songs where the bass channel was majorly kept the same, it has only two differences: a G# moved an octave higher because of the A note limitation, and a few Fs moved an octave lower because they got in the range of the melody channel and made both harder to hear.
I detuned a bunch of separate melodies to make them stand out and to keep them from resonating with each other. This is something I've seen the 8-bit games do but I haven't really found out what the reasoning is, it looks like they detune a few specific notes only, but not throughout all sections. Here, I detuned things because the melodies are supposed to be followed separately, but when they harmonized they felt like they were intertwining into one voice, and detuning breaks that connection.
I also added a long hi-hat for the noise channel, all it does is emphasize the beat.
The version in the video is entirely based on the Sonic 3 prototype because it sounds better. The PC version is also included in the download, it has a faster tempo and some notes are different.
DOWNLOAD (MP3, VGZ & DMF):
drive.google.com/file/d/1a2Z2IKtwqcjVj2EauAdVCJaNU4zXZo-u/view?usp=sharing
Feel free to use it for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.
MORE TEAM SONIC RACING GENESIS:
youtube.com/playlist?list=PLUXhDGYtH8zf5h4vs_KoMXBBgp5Z7-Uf9
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Technical info
·System: Sega Genesis / Sega Mega Drive
·Soundchips: YM2612 (FM), SN76496 (PSG), Sega DAC (PCM)
·Max. FM channels active: 5
·Max. PSG channels active: 3
·FM channel 6: Set to PCM only
·PSG channel 4: Free range white noise
·FM instruments loaded: 4
·PSG volume macros loaded: 4
·PCM samples loaded: 4
·Tempo: 180 BPM (NTSC, speed 03/02)
·Program: DefleMask Tracker v0.12.0
·Time in development: 3 days
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About the song:
This is a song I started a year ago (yes) and finished last week. In my defense, I got busy with other stuff, and I had always intended to come back to this once I had the time and energy to do it properly. However, I had thought of doing it differently last time I worked on it, and now I had some new ideas.
Originally I was gonna use FM and squares together, so channel 3 would be an FM square and channel 2 would be the only guitar playing the main melody, but I could tell now that doing that would get troublesome really quickly. I think my original plan was to carry the main melody with a single guitar that changed some of its operators to sound stronger, while the FM square wave was supposed to create some sort of LFO effect (I think that's the name). I changed my mind because, honestly, square waves are good enough with no FM on top, and with channel 3 free I could use it for some echo. High-pitched instruments like this type of guitar usually does not benefit much from echo, because it's so noisy that you can't really tell there's a second layer below it, but I think this guitar is clear enough to hear it faintly.
The bass I chose I'm pretty sure was mostly just a placeholder, it's the one from Casino Night Zone that's kinda like a sine wave, I use it often for a "deep bass" sound, the likes of rock and metal music where you can't really hear the bass, but you can tell when it's not there. When I came back to this I started editing some operator values to see if I could accentuate something to improve it or if I would need to change it, and I noticed the shape resembled something like a saw wave, which is a pretty strong sound, and it mixed well with the other instruments, so I kept it like that. To get that shape it had to be loud, so I had to lower the channel volume to keep the shape and have it sound quiet enough to not go over the other instruments.
The guitars on stereo are, for the millionth time, good ol' Dis. Guitar '94. Originally it had a much deeper sound, like the one I used for my Bingo Party cover, but as I've been working on my Eggman's Facility cover and as I've been trying out generally, I wanted the guitars to have a bigger reach in terms of frequency, so I increased operator 1's TL value which controls the high frequencies that makes it noisy. Usually doing so makes it sound terrible, but I've been learning how to use the (ADSR) D and S values, which control the first decay rate that you can then sustain, and that decay lowers those high frequencies. As it turns out, having it lower slowly creates a cool effect, it generally adds more to the timbre, and in this case, having it lower from too high to a normal value made the guitar sound better, it gave it the wider reach I wanted without it being obnoxious.
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/1dZbdh-5eAGjWs_cChOJmottjn7ZYVp5D/view?usp=sharing
Feel free to use it for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
- - - - - - - - - - - - - - - -
Technical info
·System: Sega Master System / Sega Game Gear
·Soundchip: SN76496 (PSG)
·Total PSG channels active: 4
·PSG channel 4: 3-tone white noise
·PSG volume macros loaded: 4
·Tempo: 150 BPM (NTSC, speed 01/07)
·Program: DefleMask Tracker v0.12.0
·Time in development: 1 day
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About the song:
As usual, the bass goes on higher octaves because of the A note limit. At some points, the bass created some distortion with the main melody channel, so I gave that channel some vibrato to avoid that.
The accompaniment channel was also creating distortion with the melody channel at first, but as the song went on I realized there were points where it went really high up in the octaves, so I moved basically the entire channel's notes an octave higher to keep it more consistent and to avoid that distortion. The only problem with having it on higher octaves is that it takes attention away from the main melody, but the channel's volume should take care of that. It's also the channel with the biggest note changes in relation to the original. I copied the notes of the right-panned channel for the most part, but when the notes became duplicates of the main melody channel or the bass channel I copied the left-panned channel notes instead.
I've said before I would try making the noise channel have shorter volume macros, but this one is like that out of necessity. In jazzy songs like this where the plates matter, there's a little trick you can do where you make the plates play right next to the kick with little room for the kick to play. In Deflemask, all you have to do (after finding out the tempo) is balance the numbers in favor of the second value until the first value is something like 1 or 2, i.e. 1/7 like in this cover. You also need your noise drums to be very short so that the trick doesn't stand out, that's another reason to have short volume macros. Another song I've done this trick with is Casino Night Zone, it was the first time, and I think the only time I'd done it until now. Back then I was more reluctant to doing it because I relied heavily on Deflemask's note spacing to get the timings right, but now I have a better understanding of how swing works in Deflemask and how to space notes evenly when necessary.
DOWNLOAD (MP3, VGZ & DMF):
drive.google.com/file/d/1wEQ7NVG184adXyZSU53ko4TrEIvPFUss/view?usp=sharing
Feel free to use it for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.
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Technical info
·System: Sega Genesis / Sega Mega Drive
·Soundchips: YM2612 (FM), SN76496 (PSG), Sega DAC (PCM)
·Max. FM channels active: 5
·Max. PSG channels active: 3
·FM channel 6: set to PCM only
·PSG channel 4: Free range white noise
·FM instruments loaded: 6
·PSG volume macros loaded: 3
·PCM samples loaded: 5
·Tempo: 128.57 & 150 BPM (NTSC, speed 04/03 & 03/03)
·Program: DefleMask Tracker v0.12.0
·Time in development: 3 days
DOWNLOAD (MP3, VGM & DMF):
drive.google.com/file/d/1bxHLaXJzXbooRLqorGTDiCiVwgeoVs-x/view?usp=sharing
Feel free to use them for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
NOTE: You need a VGM player to open the VGM file, and the DMF is only for DefleMask.
MORE SONIC 3 & KNUCKLES:
youtube.com/playlist?list=PLUXhDGYtH8zeax-dCMLV36uTqccDvoS8e
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Technical info
·System: Sega Master System (mono) / Sega Game Gear (stereo)
·Soundchip: SN76496 (PSG)
·Total channels active: 4
·Channel 4: 3-tone white noise
·Volume macros loaded: 6
·Tempo: 150 & 128.57 BPM (NTSC, speed 03/03 & 04/03)
·Program for mono version: DefleMask Tracker v0.12.0
·Programs for stereo: Mod2PSG2 Tracker v2.05 beta, HxD
·Time in development: 1 day
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About the song:
It's a combination of the November '93 Sonic 3 prototype version that came out a while ago and the midi version from Sonic & Knuckles Collection. The difference between the two is the stereo bass in the Genesis version and that part in the melody where it goes an octave lower in the PC version, and here I joined both things since the bass in the PC version was boring and had no stereo and the melody in the Genesis version had less movement by comparison.
Since the melody is not harmonized I thought of using the other channel for effects, and having both versions came in useful again, because I generally always go with echo or other detuning effects, but that part where it moves down an octave made me think of having a duplicate channel that was an octave higher or lower, that creates an effect where the square wave feels more like a triangle wave. Further along where the volume starts rising I did actually do a detuning effect with an identical copy of the channel that had less volume, the effect makes it feel like the wave is bigger and wider, and that gives it more strength for that part.
When I noticed that the bass was more detailed in the Genesis version I wanted to copy it by ear, but it turned out quite difficult given the amount of stereo and aggresive volume on top of it, so I needed a VGM so I could isolate the channels and listen to it properly, because otherwise it was too difficult for me to tell what the notes were. What's funny is that even before starting out, the first thing I did was to look for prototype VGMs but coulnd't find anything, and even in Project2612 the Sonic 3 and Sonic & Knuckles packs mention there's a Sonic 3 & Knuckles Beta pack that has them but it's nowhere in the site, so I had to look for MP3s somewhere else, and I ended up in The Cutting Room Floor which is where I got the MP3s and from there I got to The Hidden Palace looking for VGMs and I ended up finding the ROM that they uploaded and that I had already downloaded months ago, so in the end I logged the VGM myself. Actually, all I did was press the log VGM button on Kega Fusion at the sound test and recorded about two loops, then I isolated the channels and copied all the notes from there, and I also based the tempo on that VGM, which was barely enough to be sure if it synchronized properly or not.
This is the song with the most stereo I've done to date, I had to redo all the stereo once because I forgot to fix the tempo in DefleMask, but luckily I had been making so many Game Gear versions of my previous remixes that I sped through the whole process and I improved the text I wrote for myself for when I forget how to do it. In fact, I started noticing details that I hadn't before that helped speed up the process a lot, and what used to take about 10 minutes of just reading and trying to remember what to do and how before even getting to do something, now is almost just copy-paste. For example, now I know from memory that if it loops at the start, you put 26 in the loop point slot and then you copy the total length value that's already inside the VGM into the loop length slot, instead of transforming it myself from samples from VGM2TXT. I also found out that Windows 7 has a calculator that lets you transform numbers from decimal to hex, now I don't need to open up the internet for that, saves a lot of time. None of this would be necessary if only Mod2PSG2 could loop things properly, or if DefleMask could let you use stereo, but what can you do.
DOWNLOAD (MP3, VGZ & DMF):
drive.google.com/file/d/1UO4UK4vWbJiMP4WEEjp36Hl5RHjHCb8R/view?usp=sharing
Feel free to use them for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.
- - - - - - - - - - - - - - - -
Technical info
·System: Sega Genesis / Sega Mega Drive
·Soundchips: YM2612 (FM), SN76496 (PSG), Sega DAC (PCM)
·Max. FM channels active: 6 when DAC is off
·Max. PSG channels active: 3
·FM instruments loaded: 5
·PSG volume macros loaded: 2
·PCM samples loaded: 2
·FM channel 6: Set to DAC and FM (changes arbitrarily)
·PSG channel 4: Free range white noise
·Tempo: 200 BPM (NTSC, speed 03/02 [180 BPM] & 02/02 [225 BPM])
·Program: DefleMask Tracker v0.12.0
·Time in development: 4 days
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About the song:
2 of the instruments are ones I typically reuse, one being the Thunder Force IV kick drum and the other being the hi-hat I used for my Imperial Tower remix. The other 3 instruments, if I remember correctly, I got from looking at random folders trying to find something good, like in the good old days. I may hate to admit it, but a big part of using good instruments is just getting lucky when searching through the folders. I don't like to admit it because it's like saying that most of what I've done has just been incidental, but that's not entirely true, I did manually select them out of everything else I found, and that's the most important part. I think I've been getting slightly better at finding potentially good instruments when testing them, rather than getting better at tweaking them, which is what I thought I was doing. The instruments did take a lot of editing to get them to the point they're at now, but if they had been "the wrong instrument" I would've had to change them for something else regardless of how much I edited them. That's happened to me a few times before, but not as much recently.
What can be hard to do from time to time is deciding whether I should try to keep it as close to the original as possible or to make it my own thing, though that usually depends on the instruments and the arrangement. In this case, the arrangement was kinda challenging. Unfortunately I don't remember much about it, but the most significant thing I can point out is the fact that I did the double-panned thing that I do with electric guitars, but with the strings. It was originally meant to be one string channel and one piano channel, but you could barely tell the piano apart and it was muddying the string channel, so I got rid of the piano and moved it to PSG, as per usual.
The one big problem I had with the cover is that, despite having enough room to fit all the instruments necessary, it felt a bit empty, somewhat MIDI-ish, and my solution for that was to detune things slightly. It's strange, you'd think that any detuned instrument would sound awful, but it happens way more often than you'd think, I've seen it in tons of 8-bit music and sometimes in Genesis songs too, but I haven't had much luck doing the same myself, though I think I'm learning how to now. The idea of detuning is to extend the overtones, by moving channels away from each other you get more frequencies and therefore more sound to fill the empty spaces with, but they can't be too far apart or else they start sounding actually out of tune. However, you can detune things by such tiny amounts that you can't really tell it's happening, and that makes all the difference.
Channel 6 has PSG noise in order to be able to use the noise channel for sweeping up and down at the same time as the regular noise. To do that, I had to make the volume macro first, put some spaced out notes at the beginning of the song, change the noise type on the second note from free-tone to 3-tone, save the file as VGM, isolate the VGM's noise channel and record the notes, then I'd save each of them separately and try them out as PCM. The notes sounded different for about 8 notes and then repeated in the same pattern, so I had 8 files and tried them out for a while to see which felt like it fit better. After a while, I had to do the whole process again because I noticed the volume macro wasn't long enough. Since channel 6 was being used for samples, the kick drum had to be FM and go on another channel, so I moved it to channel 1.
I had to render this 5 times, 3 times to fix some mistakes and twice because I redesigned the layout. It took over 24 hours to render, each time. DDLC is true pain, lmao. This new video design lets you see the Keppis more clearly, although there's quite a bit of empty space in exchange, but I think it's a fair trade.
DOWNLOAD (MP3, VGZ & DMF):
drive.google.com/file/d/1QudnLPKM7J2qgOUWut25p7lqDZVMWVv3/view?usp=sharing
Feel free to use them for your videos or fangames.
NOTE: You need a VGM player to open the VGZ file, and the DMF is only for DefleMask.
- - - - - - - - - - - - - - - -
Technical info
·System: Sega Genesis / Sega Mega Drive
·Soundchips: YM2612 (FM), SN76496 (PSG), Sega DAC (PCM)
·Max. FM channels active: 5
·Max. PSG channels active: 3
·FM channel 6: Set to PCM only
·PSG channel 4: Free range white noise
·FM instruments loaded: 13
·PSG volume macros loaded: 3
·PCM samples loaded: 3
·Tempo: 128.57 & 150 BPM (NTSC, speed 04/03 & 03/03)
·Program: DefleMask Tracker v0.12.0
·Time in development: 8 days
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About the song:
The very first high-pitched instrument you hear in the song I chose based on timbre. I'm pretty sure it must be the one that took the most time to edit, something like 3 days of active changes. Its high pitch might get annoying at times, but its guitar-like sound works well with the other instruments I think, especially the electric-y instruments during the more dubstep-like section. Its volume was also hard to adjust, because high-pitched instruments feel louder when the music's at a lower volume, but get quieter at a higher volume, and I don't take that into account too often.
The low detuned synths at 0:34 were inspired by other music I've listened to recently. I would usually tune them up to feel more like echo, but tuning them down creates a different ambience, it kinda feels a bit more "evil", which I'd say is great for a theme like this, plus it creates more overtones and that's always welcome.
The low synth and square were supposed to be one or the other at first, but they work well together, the synth adds a strong bass tone while the square keeps a solid pedal tone, and they create some subtle distortion too. The same happened for the chorus, it was meant to only have synths with some operator trickery, but adding some detuned squares could provide even more frequencies on top of that, so I used both. The synth's 3rd operator that I wanted to use for that "double instrument" trick basically sounds like a higher pitched sine wave, and the louder it got the more it sounded like an organ grinder, and at first I thought it felt out of place, but then I started liking it, and why get rid of a unique sound that doesn't detract from the music, right? Plus, that was a hard synth to choose, so better not fix what ain't broken.
I think the one thing this cover lacks is more middle-register frequencies, most instruments are either really low or really high, but I think that's also part of why the chorus sounds good despite being just a pair of synths and squares, they fill the empty space that's missing for most of the song, and they achieve a fuller sound for that entire section. Not to mention that space could be filled by in-game sound effects too.
About the sprite mockup:
The Infinite sprite is based on a video frame of one of his clones floating sideways. It's basically just a screenshot resized and painted over with different colors, though things like the eye and shoes I had to make myself because they weren't in the frame I took. I based the shoes on a T-posing model of Infinite, though I drew them by hand instead. At first I resized Infinite (minus shoes) to 40x48, but after painting his head I noticed it was smaller than Sonic's and thought it might look weird, so then I resized him to 56x64, which made his head look more proportional to Sonic's. It's funny that he looks much bigger than Sonic, it's not far off from what he actually looks like in Forces. I also like that he fits in with the forest theme really well, he kinda looks like an evil forest critter, and the razor shoes would prevent you hitting him from below as well, it all makes sense. Infinite's palette has more than 15 colors, so it's more of a Mania sprite than Genesis, unfortunately.
The trees and clouds are from Alisia Dragoon, the mountains and ground are from Arcus Odyssey, the leaves that go on top of the tube are from Kid Chameleon, the leaves on the trees are from The Misadventures of Flink, and the tube itself and the spike ring are from Sonic 3 & Knuckles. I drew the sky gradient myself, it's a simple pattern. The tube is supposed to be a snake, whether it looks like one or not is up to you.
Timestamps:
00:00 Intro
03:37 Title
04:20 Level 1
05:58 Level 2
07:46 Level 3
09:08 Level 4
12:12 Level 5
14:13 Level 6
14:57 Level 7
18:04 Boss 1
19:27 Boss 2
20:42 Bonus Stage
22:14 Inventory
23:45 Potion 1
23:56 Potion 2
24:06 Potion 3
24:17 Potion 4
24:27 Potion 5
24:42 Miss
24:49 Game Over
25:02 Item Get!
25:05 Level Clear
25:08 Ending 1
25:34 Ending 2
26:12 Ending 3
DOWNLOAD (Google Drive):
This 7z pack includes every track featured in the video, divided in 3 formats. VGMs are for VGM players and DMFs are DefleMask files.
drive.google.com/file/d/1ci7TC3oxRdFDvLfI1YwjDC4g-V5ZHJNe/view?usp=sharing
Feel free to use them for your videos or fangames.
WARNING: MP3s are twice as loud as in the video.
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Technical info
·Music program: DefleMask Tracker v0.12.0
·System: Sega Master System / Sega Game Gear (SN76496 [PSG])
·Time in development: 5 days (SPEEDRUN!)
·Time rendering: 35 HOURS
·Waveform visualizer: Keppi.IA-32.3.81
NOTE: The waveforms may lag at times, and any form of coupled distortion will not be seen.
Errors in the video:
I forgot to add a drop shadow for the Decap Attack logo :v
Level 2: Channel 3 lags at 6:40 and 7:01.
Level 5: Volume spike at the last second.
Level 7: Channels 2 and 3 are desynced ahead of time.
Ending 2: Channel 2 flashes in the first second.
I can't catch lag spikes before rendering because Premiere can't preview more than like 5 seconds ahead of where the pointer's at. I don't know how I messed up Level 7's syncing though, I must've CTRL+Z'd their placement I guess. The volume spike at the end of Level 5 seems to be something Premiere does when the MP3's length is not an exact rounded number or something like that. I had cut that volume spike in the previous version of this video, but I forgot to look for it in this one.
I seriously thought the new design would be faster to render, turns out I was dead wrong, it's almost 3 times larger in size than before and takes just as many times long to render.


